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		<title>BRestraint</title>
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		<div class="class" name="BRestraint">
			<h1>BRestraint</h1>
			<p>继承自<a href="BObject.html">BObject</a></p>
			<p id="resume">BRestraint是约束器表示物体与物体之间的约束关系，使用两物体的运动相关联。<a href="#desc">详细</a></p><h2>public</h2>
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				<tr><td align="right"/><td><a href="#BRestraint()">BRestraint</a>();</td></tr>
				<tr><td align="right"/><td><a href="#BRestraint(const BString&)">BRestraint</a>(const BString&amp; name);</td></tr>
				<tr><td align="right"/><td><a href="#BRestraint(BBody*, BBody*)">BRestraint</a>(BBody* bodyA, BBody* bodyB);</td></tr>
				<tr><td align="right"/><td><a href="#BRestraint(BBody*, const BVector&)">BRestraint</a>(BBody* bodyA, const BVector&amp; pivotA);</td></tr>
				<tr><td align="right"/><td><a href="#BRestraint(BBody*, const BVector&, const BVector&)">BRestraint</a>(BBody* bodyA, const BVector&amp; pivotA, const BVector&amp; pivotB);</td></tr>
				<tr><td align="right"/><td><a href="#BRestraint(BBody*, const BVector&, BBody*, const BVector&)">BRestraint</a>(BBody* bodyA, const BVector&amp; pivotA, BBody* bodyB, const BVector&amp; pivotB);</td></tr>
				<tr><td align="right"/><td><a href="#~BRestraint()">~BRestraint</a>();</td></tr>
				<tr><td align="right">virtual void </td><td><a href="#copy(const BRestraint*)">copy</a>(const BRestraint* other);</td></tr>
				<tr><td align="right">virtual BRestraint* </td><td><a href="#clone() const">clone</a>() const;</td></tr>
				<tr><td align="right">void </td><td><a href="#setGroup(BGroup*)">setGroup</a>(BGroup* group);</td></tr>
				<tr><td align="right">BGroup* </td><td><a href="#group() const">group</a>() const;</td></tr>
				<tr><td align="right">void </td><td><a href="#setBodyA(BBody*, const BVector&)">setBodyA</a>(BBody* bodyA, const BVector&amp; pivotA);</td></tr>
				<tr><td align="right">void </td><td><a href="#setBodyA(BBody*)">setBodyA</a>(BBody* bodyA);</td></tr>
				<tr><td align="right">BBody* </td><td><a href="#bodyA() const">bodyA</a>() const;</td></tr>
				<tr><td align="right">void </td><td><a href="#setBodyB(BBody*, const BVector&)">setBodyB</a>(BBody* bodyB, const BVector&amp; pivotB);</td></tr>
				<tr><td align="right">void </td><td><a href="#setBodyB(BBody*)">setBodyB</a>(BBody* bodyB);</td></tr>
				<tr><td align="right">BBody* </td><td><a href="#bodyB() const">bodyB</a>() const;</td></tr>
				<tr><td align="right">bool </td><td><a href="#setPivotA(BReal, BReal, BReal)">setPivotA</a>(BReal px, BReal py, BReal pz);</td></tr>
				<tr><td align="right">virtual bool </td><td><a href="#setPivotA(const BVector&)">setPivotA</a>(const BVector&amp; pivotA);</td></tr>
				<tr><td align="right">const BVector&amp; </td><td><a href="#pivotA() const">pivotA</a>() const;</td></tr>
				<tr><td align="right">bool </td><td><a href="#setPivotB(BReal, BReal, BReal)">setPivotB</a>(BReal px, BReal py, BReal pz);</td></tr>
				<tr><td align="right">virtual bool </td><td><a href="#setPivotB(const BVector&)">setPivotB</a>(const BVector&amp; pivotB);</td></tr>
				<tr><td align="right">const BVector&amp; </td><td><a href="#pivotB() const">pivotB</a>() const;</td></tr>
				<tr><td align="right">void </td><td><a href="#setColliding(bool)">setColliding</a>(bool colliding);</td></tr>
				<tr><td align="right">bool </td><td><a href="#colliding() const">colliding</a>() const;</td></tr>
				<tr><td align="right">void </td><td><a href="#setBreakImpulse(BReal)">setBreakImpulse</a>(BReal breakImpulse);</td></tr>
				<tr><td align="right">BReal </td><td><a href="#breakImpulse() const">breakImpulse</a>() const;</td></tr>
				<tr><td align="right">bool </td><td><a href="#contain(const BBody*) const">contain</a>(const BBody* body) const;</td></tr>
				<tr><td align="right">BBody* </td><td><a href="#another(const BBody*)">another</a>(const BBody* body);</td></tr>
				<tr><td align="right">const BBody* </td><td><a href="#another(const BBody*) const">another</a>(const BBody* body) const;</td></tr>
				<tr><td align="right">virtual void </td><td><a href="#clear()">clear</a>();</td></tr>
				<tr><td align="right">virtual int </td><td><a href="#solverSize()">solverSize</a>();</td></tr>
				<tr><td align="right">virtual void </td><td><a href="#soverItems(BSolverItem*, BReal)">soverItems</a>(BSolverItem* solverItems, BReal stepTime);</td></tr>
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			<div id="desc">
				<h2>详细介绍：</h2><p>BRestraint是约束器表示物体与物体之间的约束关系，使用两物体的运动相关联。</p><p>根据不同的解算方法有若干个标准约束器：</p><table>
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			<h2 id="docs">成员文档：</h2>
			<div id="BRestraint()">
				<h3>BRestraint();</h3>
			</div>
			<div id="BRestraint(const BString&)">
				<h3>BRestraint(const BString&amp; name);</h3>
			</div>
			<div id="BRestraint(BBody*, BBody*)">
				<h3>BRestraint(BBody* bodyA, BBody* bodyB);</h3>
			</div>
			<div id="BRestraint(BBody*, const BVector&)">
				<h3>BRestraint(BBody* bodyA, const BVector&amp; pivotA);</h3>
			</div>
			<div id="BRestraint(BBody*, const BVector&, const BVector&)">
				<h3>BRestraint(BBody* bodyA, const BVector&amp; pivotA, const BVector&amp; pivotB);</h3>
			</div>
			<div id="BRestraint(BBody*, const BVector&, BBody*, const BVector&)">
				<h3>BRestraint(BBody* bodyA, const BVector&amp; pivotA, BBody* bodyB, const BVector&amp; pivotB);</h3>
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			<div id="~BRestraint()">
				<h3>~BRestraint();</h3>
			</div>
			<div id="copy(const BRestraint*)">
				<h3>virtual void copy(const BRestraint* other);</h3>
			</div>
			<div id="clone() const">
				<h3>virtual BRestraint* clone() const;</h3>
			</div>
			<div id="setGroup(BGroup*)">
				<h3>void setGroup(BGroup* group);</h3>
			</div>
			<div id="group() const">
				<h3>BGroup* group() const;</h3>
			</div>
			<div id="setBodyA(BBody*, const BVector&)">
				<h3>void setBodyA(BBody* bodyA, const BVector&amp; pivotA);</h3>
			</div>
			<div id="setBodyA(BBody*)">
				<h3>void setBodyA(BBody* bodyA);</h3>
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			<div id="bodyA() const">
				<h3>BBody* bodyA() const;</h3>
			</div>
			<div id="setBodyB(BBody*, const BVector&)">
				<h3>void setBodyB(BBody* bodyB, const BVector&amp; pivotB);</h3>
			</div>
			<div id="setBodyB(BBody*)">
				<h3>void setBodyB(BBody* bodyB);</h3>
			</div>
			<div id="bodyB() const">
				<h3>BBody* bodyB() const;</h3>
			</div>
			<div id="setPivotA(BReal, BReal, BReal)">
				<h3>bool setPivotA(BReal px, BReal py, BReal pz);</h3>
			</div>
			<div id="setPivotA(const BVector&)">
				<h3>virtual bool setPivotA(const BVector&amp; pivotA);</h3>
			</div>
			<div id="pivotA() const">
				<h3>const BVector&amp; pivotA() const;</h3>
			</div>
			<div id="setPivotB(BReal, BReal, BReal)">
				<h3>bool setPivotB(BReal px, BReal py, BReal pz);</h3>
			</div>
			<div id="setPivotB(const BVector&)">
				<h3>virtual bool setPivotB(const BVector&amp; pivotB);</h3>
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			<div id="pivotB() const">
				<h3>const BVector&amp; pivotB() const;</h3>
			</div>
			<div id="setColliding(bool)">
				<h3>void setColliding(bool colliding);</h3>
			</div>
			<div id="colliding() const">
				<h3>bool colliding() const;</h3>
			</div>
			<div id="setBreakImpulse(BReal)">
				<h3>void setBreakImpulse(BReal breakImpulse);</h3>
			</div>
			<div id="breakImpulse() const">
				<h3>BReal breakImpulse() const;</h3>
			</div>
			<div id="contain(const BBody*) const">
				<h3>bool contain(const BBody* body) const;</h3>
			</div>
			<div id="another(const BBody*)">
				<h3>BBody* another(const BBody* body);</h3>
			</div>
			<div id="another(const BBody*) const">
				<h3>const BBody* another(const BBody* body) const;</h3>
			</div>
			<div id="clear()">
				<h3>virtual void clear();</h3>
			</div>
			<div id="solverSize()">
				<h3>virtual int solverSize();</h3>
			</div>
			<div id="soverItems(BSolverItem*, BReal)">
				<h3>virtual void soverItems(BSolverItem* solverItems, BReal stepTime);</h3>
			</div>
		</div>
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